BATREP
In other news, I think I finally figured out getting links to work.
Tuesday, January 12, 2010
Bell of Lost Souls article on Wound Allocation
I little while ago, I felt compelled to write a follow-up to one of the articles on Bell of Lost Souls and sent it in to Bigred there. Today they posted it up.
http://www.belloflostsouls.net/2010/01/40k-rebuttal-wound-allocation-in-5th.html
http://www.belloflostsouls.net/2010/01/40k-rebuttal-wound-allocation-in-5th.html
Monday, January 11, 2010
Imperial Guard redux WIP
I've been redoing and expanding my old IG, making them all (well, pretty much all) Steel Legion figs. A couple of pics of the current progress:
edit: List working from - 1850 IG
edit: List working from - 1850 IG
Proof that Simple Green freezes
With the recent cold weather here, a tub of minis soaking was left outside a little too long, as this unfortunate World Eater can attest...
Counts-as Army ideas, part 11 - Space Marine variants
First of all, going to cop out on/delay Black Templars, Blood Angels, and Dark Angels. I'm not really familiar with BT or DA, and with the BA getting a new book soon I think I'll leave them at least until after their release.
So, skipping those for now, we get to Space Wolves! For full counts-as impact with the SW I think you have to take advantage of the Thunderwolf cavalry, so that will definitely be a part here. We haven't done a squat army yet, so how about some Chaos Squats, with some WHFB Chaos Dwarf carryover? The hosts of the dark forge world Zharr come forth to battle for their master Hashut!
HQ:
Bull Centaur Lord (Wolf Lord on Thunderwolf)
-Should probably be made more impressive than the regular Bull Centaurs, further along in mutation/closer to Daemon Prince status.
Sorceror (Rune Priest)
Elite:
Forge Master (Iron Priest)
-with option for mechano-centaur body (Thunderwolf)
Immortals (Wolf Guard)
-Normally fielded in exo-armor (terminator) squads, can also be used to bolster other units.
H'gob Scouts (Wolf Scouts)
-Xenos auxiliaries, the H'Gob are real sneaky gits, able to take up good battlefield positions/surround the enemy while the main forces of Hashut move to the kill.
Kolossus (Dreadnought)
-Daemon Engine warbot, capable of dishing out good firepower as well as close combat destruction.
Troops:
Warriors of Hashut (Grey Hunters)
-Power armored Chaos Squats.
Fast Attack:
Bull Centaurs (Thunder Wolf Cavalry)
-Good ol' half-bull Chaos Dwarves, this time in power armor.
Heavy Support:
Planetquakers (Long Fangs)
-Power armored dudes with heavy weapons. Since everyone has guns, this is the crossover for the old blunderbuss-using Chaos Dwarves.
Tanks (various tanks)
-Having access to at least one forge world, able to have a variety of armored vehicles. Any would work, though I think Whirlwinds and Vindicators would fit the old Chaos Dwarf imagery of chukking rockets and artillery around the best.
So, skipping those for now, we get to Space Wolves! For full counts-as impact with the SW I think you have to take advantage of the Thunderwolf cavalry, so that will definitely be a part here. We haven't done a squat army yet, so how about some Chaos Squats, with some WHFB Chaos Dwarf carryover? The hosts of the dark forge world Zharr come forth to battle for their master Hashut!
HQ:
Bull Centaur Lord (Wolf Lord on Thunderwolf)
-Should probably be made more impressive than the regular Bull Centaurs, further along in mutation/closer to Daemon Prince status.
Sorceror (Rune Priest)
Elite:
Forge Master (Iron Priest)
-with option for mechano-centaur body (Thunderwolf)
Immortals (Wolf Guard)
-Normally fielded in exo-armor (terminator) squads, can also be used to bolster other units.
H'gob Scouts (Wolf Scouts)
-Xenos auxiliaries, the H'Gob are real sneaky gits, able to take up good battlefield positions/surround the enemy while the main forces of Hashut move to the kill.
Kolossus (Dreadnought)
-Daemon Engine warbot, capable of dishing out good firepower as well as close combat destruction.
Troops:
Warriors of Hashut (Grey Hunters)
-Power armored Chaos Squats.
Fast Attack:
Bull Centaurs (Thunder Wolf Cavalry)
-Good ol' half-bull Chaos Dwarves, this time in power armor.
Heavy Support:
Planetquakers (Long Fangs)
-Power armored dudes with heavy weapons. Since everyone has guns, this is the crossover for the old blunderbuss-using Chaos Dwarves.
Tanks (various tanks)
-Having access to at least one forge world, able to have a variety of armored vehicles. Any would work, though I think Whirlwinds and Vindicators would fit the old Chaos Dwarf imagery of chukking rockets and artillery around the best.
Labels:
chaos dwarf,
chaos squat,
counts-as,
Space Marines,
space wolves
Friday, January 8, 2010
Counts-as Army ideas, part 10 - Space Marines
Vanilla Space Marines, inevitably the yardstick by which all other armies are judged. While the various offshoot army books certainly have their own special things to offer, the basic codex has always had a lot of flexibility and the most recent one is no exception. With that flexibility comes opportunities for "counts as" armies!
For this one I'll pull out one of the armies that has been missing for a while - while their brother ordos both got nice books, the third has been conspicuously absent - that's right, the Inquisition's Ordo Xenos, the Alien Hunters!
HQ:
Ordo Xenos Inquisitor (Librarian, or Tigurius)
-Power armor and psychic powers, force weapon? Check, check, check.
Deathwatch Captain (Space Marine Captain)
-Be sure to buy the Hellfire rounds. Alternatively, a Pedro Kantor counts-as would make the Deathwatch (Sternguard) squads scoring. You could also use the "real" Chaplain Cassius, on temporary assignment sharing his expertise with the Ordo.
Elite:
Deathwatch Kill Teams (Sternguard)
-Tough vets, magic bullets - easy fit for Deathwatch. If use Kantor can even be scoring.
Troops:
Inquisition Storm Troopers (Scouts)
-Well equipped and trained carapace armor troopers.
Fast Attack:
Inquisition Skimmer (Land Speeder Storm)
Storm Trooper Bikers (Scout Bikes)
-More Storm Trooper options.
Could be run a number of ways, but I picture the Storm Troopers setting up in various positions to harass the enemy, with Deathwatch teams podding down, sometimes guided by locator beacons on the bikers.
For this one I'll pull out one of the armies that has been missing for a while - while their brother ordos both got nice books, the third has been conspicuously absent - that's right, the Inquisition's Ordo Xenos, the Alien Hunters!
HQ:
Ordo Xenos Inquisitor (Librarian, or Tigurius)
-Power armor and psychic powers, force weapon? Check, check, check.
Deathwatch Captain (Space Marine Captain)
-Be sure to buy the Hellfire rounds. Alternatively, a Pedro Kantor counts-as would make the Deathwatch (Sternguard) squads scoring. You could also use the "real" Chaplain Cassius, on temporary assignment sharing his expertise with the Ordo.
Elite:
Deathwatch Kill Teams (Sternguard)
-Tough vets, magic bullets - easy fit for Deathwatch. If use Kantor can even be scoring.
Troops:
Inquisition Storm Troopers (Scouts)
-Well equipped and trained carapace armor troopers.
Fast Attack:
Inquisition Skimmer (Land Speeder Storm)
Storm Trooper Bikers (Scout Bikes)
-More Storm Trooper options.
Could be run a number of ways, but I picture the Storm Troopers setting up in various positions to harass the enemy, with Deathwatch teams podding down, sometimes guided by locator beacons on the bikers.
Labels:
counts-as,
Deathwatch,
Inquisition,
Space Marines
Counts-as Army ideas, part 9 - Orks
Greenskins! Tough troops, bad aim. What counts-as idea to slap onto their rules?
Lost and the Damned! Traitors, heretics, mutants, cultists and more! This is an idea I almost did, but since I was just finishing up a regular Ork army, I decided to try my traitors using the IG book instead.
I'm not going to go into too much detail, since most of the unit choices are just Orks with different gear. Appropriately armed mutants/techno-barbarians can serve as Orks, with either tough mutants or renegade Ogryn as Nobz, while cultists/human draftees can serve as Gretchin. Ghazghkull or a Megaboss would make for a good terminator-armored cult leader, and Weirdboys would make obvious Sorcerors. Add in some stalk-tanks or other monstrosities as Killer Kans/Dreads and various civilian vehicles converted for cult/military use and you're ready to overthrow the planetary governor.
Lost and the Damned! Traitors, heretics, mutants, cultists and more! This is an idea I almost did, but since I was just finishing up a regular Ork army, I decided to try my traitors using the IG book instead.
I'm not going to go into too much detail, since most of the unit choices are just Orks with different gear. Appropriately armed mutants/techno-barbarians can serve as Orks, with either tough mutants or renegade Ogryn as Nobz, while cultists/human draftees can serve as Gretchin. Ghazghkull or a Megaboss would make for a good terminator-armored cult leader, and Weirdboys would make obvious Sorcerors. Add in some stalk-tanks or other monstrosities as Killer Kans/Dreads and various civilian vehicles converted for cult/military use and you're ready to overthrow the planetary governor.
Counts-as Army ideas, part 8 - Necrons
Last time, Imperial Guard. Next on the list is a big alphabetical jump over to Codex: Necrons.
We previously used the Daemon Hunters rules to represent an army of Necron Pariahs, so what should we use the Necron rules for? A different army of robots?
Well, sort of. An army long in the lore of 40K, one that also makes great use of automatons with powerful weapons. No, not the Adeptus Mechanicus, we've already used them - the Thousand Sons!
The defining rules of the Necrons are We'll Be Back and the unfortunate Phase Out. For the Thousand Sons, you can visualize WBB in a number of different ways - the "All is Dust" marines being just temporarily inconvenienced and standing back up, the strands of fate/psychic powers letting sorcerers narrowly escape injury, or just endless waves of legionnaires continually warping in to reinforce the battle. For Phase Out, Tzeentch has a plan, and while he gladly sacrifices pawns would never do so without reason...
HQ:
Sorceror Lord (Necron Lord)
-Pretty self explanatory, some fancy abilities that could be considered sorcery, plus ability to ride a Disc (Destroyer body).
Magnus the Red (Nightbringer)
Lord of Change (Deceiver)
-The C'tan power level is pretty appropriate for a Daemon Primarch or Greater Daemon, and the various tricky things the Deceiver can do are very Tzeentchian.
Elite:
Flamers of Tzeentch (Immortals)
Horrors of Tzeentch (Flayed Ones)
-Daemonic backup - Flamers for extra ranged punch and Horrors for close up support.
Troops:
Thousand Sons (Necron Warriors)
-All is Dust animated armor with Inferno Bolts for the Gauss rule.
Fast Attack:
Screamers of Tzeentch (Wraiths)
-More Daemons, fast kind this time.
Disc Riders (Destroyers)
-Sorcerors riding Discs of Tzeentch, pouring death into their enemies.
Heavy Support:
Disc Rider Havocs (Heavy Destroyers)
-Lascannon toting disc riders.
Silver Tower of Tzeentch (Monolith)
-Floating structure of destruction? Sounds about right to me!
Eight down, eight to go!
We previously used the Daemon Hunters rules to represent an army of Necron Pariahs, so what should we use the Necron rules for? A different army of robots?
Well, sort of. An army long in the lore of 40K, one that also makes great use of automatons with powerful weapons. No, not the Adeptus Mechanicus, we've already used them - the Thousand Sons!
The defining rules of the Necrons are We'll Be Back and the unfortunate Phase Out. For the Thousand Sons, you can visualize WBB in a number of different ways - the "All is Dust" marines being just temporarily inconvenienced and standing back up, the strands of fate/psychic powers letting sorcerers narrowly escape injury, or just endless waves of legionnaires continually warping in to reinforce the battle. For Phase Out, Tzeentch has a plan, and while he gladly sacrifices pawns would never do so without reason...
HQ:
Sorceror Lord (Necron Lord)
-Pretty self explanatory, some fancy abilities that could be considered sorcery, plus ability to ride a Disc (Destroyer body).
Magnus the Red (Nightbringer)
Lord of Change (Deceiver)
-The C'tan power level is pretty appropriate for a Daemon Primarch or Greater Daemon, and the various tricky things the Deceiver can do are very Tzeentchian.
Elite:
Flamers of Tzeentch (Immortals)
Horrors of Tzeentch (Flayed Ones)
-Daemonic backup - Flamers for extra ranged punch and Horrors for close up support.
Troops:
Thousand Sons (Necron Warriors)
-All is Dust animated armor with Inferno Bolts for the Gauss rule.
Fast Attack:
Screamers of Tzeentch (Wraiths)
-More Daemons, fast kind this time.
Disc Riders (Destroyers)
-Sorcerors riding Discs of Tzeentch, pouring death into their enemies.
Heavy Support:
Disc Rider Havocs (Heavy Destroyers)
-Lascannon toting disc riders.
Silver Tower of Tzeentch (Monolith)
-Floating structure of destruction? Sounds about right to me!
Eight down, eight to go!
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